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Spells

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Name Ritual Level Sort descending Classical Spell School Spell Schools Summary Source
Sacred Flame Cantrip Evocation Attack, Divine, Radiant Use radiant energy to scorch an enemy. Adventurer's Guide
Thaumaturgy Cantrip Transmutation Divine, Enhancement Manifest a minor magical effect to display divine power. Adventurer's Guide
Muddle Cantrip Enchantment Affliction, Psychic Inflict a temporary level of strife or fatigue. Gate Pass Gazette
Spare the Dying Cantrip Necromancy Divine, Healing Stabilize a dying creature with a jolt of healing energy. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Guidance Cantrip Divination Divine, Knowledge A creature you touch gains an expertise die on an ability check of its choosing. Adventurer's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Pestilence Cantrip Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Adventurer's Guide
Shield of Faith 1st Abjuration Divine, Protection Bestow holy protection upon a creature. Adventurer's Guide
Bane 1st Enchantment Affliction Cause enemies to be distracted from their attacks. Adventurer's Guide
Sanctuary 1st Abjuration Divine, Protection Guard one creature against attacks. Adventurer's Guide
Fortified Will 1st Enchantment Affliction, Divine, Protection Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. Gate Pass Gazette
Burst of Strength 1st Transmutation Enhancement, Movement, Protection Take a level of fatigue in order to break a grapple. Gate Pass Gazette
Bless 1st Enchantment Divine, Enhancement Bless a number of creatures, improving their attack rolls and saving throws. Adventurer's Guide
Skeletal Hands 1st Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Dungeon Delver's Guide
Ceremony
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1st Evocation Divine Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. Adventurer's Guide
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide
Chef's Plate 1st Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Gate Pass Gazette
Command 1st Enchantment Compulsion, Divine Compel a creature to follow a one-word command. Adventurer's Guide
Beautify Creature 1st Transmutation Arcane, Divine, Enhancement, Utility Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. Gate Pass Gazette
Identify Weapon 1st Divination Arcane, Divine, Knowledge, Law, Weaponry Learn what weapon that was used to inflict a wound. Gate Pass Gazette
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Create or Destroy Water 1st Transmutation Divine, Utility, Water Create or destroy up to 10 gallons of water. Adventurer's Guide
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Adventurer's Guide
Detect Evil and Good 1st Divination Divine, Senses Sense the presence and nature of otherworldly influences. Adventurer's Guide
Detect Poison and Disease
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1st Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases. Adventurer's Guide
Detect Magic
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1st Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Calculated Retribution 1st Abjuration Force, Law, Weaponry Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. Adventurer's Guide
Inflict Wounds 1st Necromancy Attack, Divine, Necrotic Assail a creature with necrotic energy. Adventurer's Guide
Guiding Bolt 1st Evocation Attack, Divine, Radiant Attack a creature with a bolt of radiant energy that guides the attack of an ally. Adventurer's Guide
Healing Word 1st Evocation Divine, Healing Restore a small number of hit points to a creature at range with only a word. Adventurer's Guide
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Spiritual Weapon 2nd Evocation Attack, Divine, Force Conjure a floating, incandescent weapon to attack enemies with a bonus action. Adventurer's Guide
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Soulwrought Fists 2nd Transmutation Enhancement, Transformation, Unarmed, Weaponry Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. Adventurer's Guide
Warding Bond 2nd Abjuration Divine, Protection Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. Adventurer's Guide
Prayer of Healing 2nd Evocation Divine, Good, Healing Heal up to 6 creatures during a short rest. Adventurer's Guide
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
Laundry Day
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2nd Transmutation Arcane, Divine, Utility Clean and restore items made of cloth. Gate Pass Gazette
Zone of Truth 2nd Enchantment Communication, Compulsion, Law Create a zone that minimizes spoken deceptions. Adventurer's Guide
Augury 2nd Divination Communication, Divine, Scrying, Time Consult fate. Adventurer's Guide
Sufferer's Strike 2nd Evocation Affliction, Attack, Divine, Force Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. Gate Pass Gazette
Transfer Exhaustion 2nd Transmutation Affliction, Divine, Healing Transfer levels of fatigue or strife from a creature to yourself. Gate Pass Gazette
Transmute Exhaustion 2nd Transmutation Affliction, Divine, Healing Turn a target’s levels of fatigue into strife or vice-versa. Gate Pass Gazette
Reckless March 2nd Transmutation Enhancement, Movement Suppress the effects of exhaustion at the cost of suffering more later. Gate Pass Gazette
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide